Documente Academic
Documente Profesional
Documente Cultură
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Players
Handbook, Monster Manual, Dungeon Masters Guide, and all other Wizards of the Coast product names,
and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is
used with permission under the Community Content Agreement for Dungeon Masters Guild.
Original material in this work is copyright 2016 by Aaron Infante-Levy and published under the
Community Content Agreement for Dungeon Masters Guild.
Art Credits
Design and Layout: Aaron Quickleaf Infante-Levy
Cover Art: Orc Pirate Shouting Orders, by Jeshields, purchased thru drivethrurpg.com. Modified by adding Pirate Flag, by wesd440,
created on 6-16-2015, openclipart.org.
All interior illustrations used in THE BUCCANEERS BESTIARY are within the Public Domain.
Parchment Background: Chris Fiedler,pixabay.com, CC-0 Public Domain.
Pirates with a Box (p. 4): by j4p4n, openclipart.org, 5-12-2015.
The Merry Monarch: (p. 5): The comic history of England, Gilbert Beckett, 1897. Posted by Firkin, openclipart.org, 2015-07-29.
King of Death: Humorous Poems, Thomas Hood, 1893. Posted by Firkin, openclipart.org, 7-20-2015.
Port Saint Louis (p. 7): Rambles on the Riviera by Francis Miltoun, 1906. Posted by johnny_automatic, openclipart.org, 2-27-2008.
Dutch Ship (p. 13): The Romance of Navigation, by Henry Frith, 1893. Posted by Firkin, openclipart.org, 7-18-2015.
Splat (p. 14 & 44): by liftarn, openclipart.org, 9-92014.
Octopus Anchor (p. 16): by Rejon, openclipart.org, 2015-04-01.
Jolly Tars (p. 17): Lilys scrapbook, by Mrs. Barker Sale, 1877. Posted by johnny_automatic, openclipart.org, 9-29-2007.
Compass (p. 18): A black and white 3-D compass, Posted by ipurush, openclipart.org, 4-10-2008.
Island of Neverland (p. 20): Posted by j4p4n, openclipart.org, 2-8-2016.
Rock Skull (p. 23): Posted by johnny_automatic, openclipart.org, 12-10-2006.
Old Map (p. 23): Posted by conte magnus, openclipart.org, 1-27-2013.
Anchor (p. 26): Posted by j4p4n, openclipart.org, 2-8-2016.
Sleeping Mermaid (p. 28): Songs for Little People, Norman Gale, 1896. Posted by Firkin, openclipart.org, 1-1-2016.
Treasure Chest (p. 29): Posted by j4p4n, openclipart.org, 1-10-2015.
Old Man with a Corncob Pipe (p. 34): Bisbee Daily Review, Nov. 26, 1914, Posted by johnny_automatic, openclipart.org, 7-16-2014.
Ships Wheel (p. 37): Posted by johnny_automatic, openclipart.org, 10-30-2007.
Blemmyae (p. 41): Nuremberg Chronicle by Hartman Schedel, 1493.
Thingtacles (p. 42): by jpneaok, openclipart.org, 10-18-2014.
Scallop Shell (p. 44): Line and Form, by Walter Crane, 1914. Posted by johnn_automatic, openclipart.org, 10-26-2007.
Fucoid (p. 44): Our Earth and its Story, by Robert Brown, 1893. Posted by Firkin, openclipart.org, 11-4-2015.
Wastrilith (p. 45): Destruction of Leviathan, engraving by Gustave Dor, 1865.
Squid Silhouette (p.46): Narrative of an Expedition to explore the river Zaire, James Tuckey, 1818. Posted by Firkin, openclipart.org, 10-22-2015.
Spooky Frame (p.47): by liftarn, openclipart.org, 8-7-2013.
Zombie (p. 48): by j4p4n, openclipart.org, 6-2-2015.
Painted Skull (p. 48): The Pygmies, by Frederick Starr, 1895.
Giant Anemone (p. 50): donated by Pearson Scott Foresman to Wikimedia Commons.
Giant Anglerfish (p. 50): Popular Science Monthly, vol. 8, 1875.
Giant Eel (p. 50): donated by Pearson Scott Foresman to Wikimedia Commons.
Giant Nautilus (p. 52): donated by Pearson Scott Foresman to Wikimedia Commons.
GiantStarfish(p.53):TheHalfHourLibraryofTravel,NatureandScienceforyoungreaders,byJamesNisbet&Co,1896.PostedbyFirkin,openclipart.org,on11-29-2015.
Whale Upends Whalers (p. 54): The Story of Our Merchant Marine, by Willis J. Abbot, 1919. Posted by johnny_automatic, openclipart.org, on 1-12-2008.
The deep sea fish eurypharynx pelecanoides (p. 55): Popular Science Monthly, vol. 23, 1883.
Jenny Hanniver (p. 55): Feejee Mermaid, by P.T. Barnums, 1842.
Kelpie (p. 56): Dictionnaire classique dhistoire naturelle (Vol. 5), 1822.
Incan Dog (p. 56): by OpenClipartVectors, CC0 Public Domain, from pixabay.com.
The Scaly Fishman (p. 59): The Animal Book, by Pietro Candido Decembrio, 1460.
Seal (p. 63): Posted by yves_guillou, openclipart.org, 10-24-2014.
Womans Eyes (p. 63): Posted by molumen, openclipart.org, 10-19-2006.
The Laughing Gull (p. 64): US Fish and Wildlife Service, by Bob Hines. Posted by ryanlerch, openclipart.org, 12-14-2006.
The Siren (p. 65): The Siren, oil on canvas, by Edward Armitage, 1888.
Transparent Mermaid Silhouette (p. 65): by GDJ, openclipart.org, 2-16-2016.
Dancing Skeletons (p. 66): by johnny_automatic, openclipart.org, 10-29-2007.
Fiddler Crabs (p. 66): When Life is Young, by Mary Dodge, 1894.
Skum (p. 67): Krewe of Proteus Costume, New Orleans Mardi Gras, by Bror Anders Wikstrom, 1907.
Monkey Rides a Jellyfish (p. 68): Posted by j4p4n, openclipart.org, 6-22-2015.
Glitch Frog (p. 69): Posted by Lazur URH, openclipart.org, 7-24-2015.
Castle (p. 70): Old French Fairy Tales, by Comtesse De Segur, 1920. Posted by johnny_automatic, openclipart.org, 9-26-2007.
Real Sea Monster (p. 71): by j4p4n, openclipart.org, 3-18-2012.
Grim Reaper Waits for No One (p. 72): by j4p4n, openclipart.org, 9-4-2011.
Dr. Death (p. 73): by liftarn, traced from old Dr. Death comic, openclipart.org, 12-25-2015.
Skull & Crossbones (p. 74): from the Pieces of Eight free font, by Steve Ferrera.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Table of Contents
THE DARK CARI B BE AN . . . . . . . . . 4
THE ENCOUNTER TABLES . . . . . . . . . 6
Port Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Port Encounter Table
Pirate Ports
Neutral Ports
Hostile Ports
Port Beasties
6
7
7
7
9
Sea Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Sea Encounter Table
Ship Tables
Sea Beasties
Crew Conflicts
Navigation Hazards
Special Encounter
12
13
15
18
19
20
Island Encounters . . . . . . . . . . . . . . . . . . . . . . . . . 21
Island Features
Island Beasties
21
24
Undersea Encounters . . . . . . . . . . . . . . . . . . . . . . 28
Undersea Encounter Table
Kelp Beds
Sunken Shipwrecks
Special Encounters
28
29
29
29
Abyss Encounters . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Abyssal Features
Abyssal Beasties
NPCS (CREW) . . . . . . . . . . . . . . . 34
Sailor (CR 1/8)
34
34
35
35
36
36
NPCS (OFFICERS) . . . . . . . . . . . . . 37
Warrant Officer (CR 1/2)
Lieutenant (CR 1)
Naval Captain (CR 2)
Pirate Captain (CR 2)
Commodore (CR 3)
37
38
38
39
39
40
40
41
41
BE ASTIES . . . . . . . . . . . . . . . . . . 42
Blemmyae (CR 1/2)
Caller from the Deeps (CR 8)
Carnivorous Scallop (CR 1)
Coelenite (CR 1/2)
Deepspawn (CR 8)
Demon, Wastrilith (CR 14)
Dire Squid (CR 6)
Douen (CR 1)
Dread Zombie (CR 1)
Giant Anglerfish (CR 4)
Giant Anemone (CR 5)
Giant Eel (CR 3)
Giant Nautilus (CR 13)
Giant Sea Urchin (CR 1)
Giant Starfish, Sunstar (CR 3)
Giant Whale, Leviathan (CR 9)
Gulper (CR 1)
Jenny Hanniver (CR 1/8)
Kelpie hazard
Lycanthrope, Seawolf (CR 3 & CR 7)
Morkoth (CR 4)
Seaclaimed Creature template
Seaclaimed Warrior (CR 3)
Selkie (CR 1/2)
Sinister Seagull (CR 1/8)
Siren (CR 3)
Skeleton, Dry Bones template
Skull Crab (CR 1/8)
Skum (CR 1/2)
Su-Monkey, Signifying Monkey (CR 1/2)
Swarm of Jellyfish (CR 2)
Swarm of Leeches (CR 1/4)
Tona (CR 3)
Triton (CR 1)
Viperfish (CR 6)
Wyste (CR 3)
Yugoloth, Marraenoloth (CR 7)
Zombie Lord, Le Grand Zombi (CR 5)
IN DEX
OF
Not for resale. Permission granted to print or photocopy this document for personal use only.
BY
42
43
44
44
45
46
47
48
49
50
50
52
52
53
53
54
55
55
56
57
58
59
63
63
64
65
66
66
67
67
68
68
69
70
71
71
72
73
CR 74
Recommended Resources
Not for resale. Permission granted to print or photocopy this document for personal use only.
Aberrations
Dragons
Fey
Fiends
Humanoids
Beasts
Oozes
Celestials
Elementals
Undead
Not for resale. Permission granted to print or photocopy this document for personal use only.
6.
3. Brawl (d6)
(1) 2d6 sailors* and a warrant officer* in a
bit of friendly naval rivalry.
(2) 2d4 bitter old salts* who fought on
different sides of the war.
(3) 2d4 buccaneers* or pirates* to deep in
their cups to care who gets hurt.
(4) 2d4 royal marines* blowing off steam.
(5) A spy using the PCs as a distraction.
(6) A drunken ship mage*.
4. Challenger (d6) one of the PCs is challenged to
(1) A traditional fencing or pistol duel,
following strict rules of engagement.
(2) An anything goes pirate-style duel.
(3) A bout of fisticuffs or wrestling.
(4) Insult _________ (e.g. arm wrestling,
sword-fighting, expectorating).
(5) A drinking contest.
(6) A gambling match or game of wits.
5. Contact or Ally (d6)
(1) doing their job.
7.
8.
9.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Colonist
Criminal
Indentured Servant
Native
Pirate
Sailor
Slave
Upper Class
Not for resale. Permission granted to print or photocopy this document for personal use only.
Not for resale. Permission granted to print or photocopy this document for personal use only.
Not for resale. Permission granted to print or photocopy this document for personal use only.
10
13.
14.
15.
16.
Not for resale. Permission granted to print or photocopy this document for personal use only.
11
Sea Encounters
4.
5.
6.
7.
8.
9.
10.
Not for resale. Permission granted to print or photocopy this document for personal use only.
12
Ship Tables
Ships Flag (d4)
1.
2.
3.
4.
English
French
Dutch
Spanish
1.
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
Black Bart
Blackbeard
Calico Jack
Emanuel Wynne
Henry Every
Jolly Roger
Stede Bonnet
Thomas Tew
Not for resale. Permission granted to print or photocopy this document for personal use only.
13
The Albatross
Assassin
Bachelors Delight
Bastard Executioner
Bedlam
The Bitter Dregs
Black Charlatan
The Black Dagger
Blind Return
The Bloody Mary
The Bloody Shame
The Bonnie Lass
Brezza Salmastra (Blackish Breeze)
Broken Bones
The Butcher of the Caribbean
Calypsos Groom
Captains Due
Charons Wake
Cry of the Seven Seas
The Coral Curse
The Cursed Cutlass
The Damned Slave
La Danza Macabra
Davy Jones Executioner
Dead Mans Chest
Dead Reckoning
Devils Doom
Devils Grog
The Devils Maw
Draft of Damnation
The Drowned Witch
Eel Wind
The Epithet
The First Resort
The Fall of Atlantis
Fighting Seacat
The Florida Queen
Ghostly Seadog
The God Help Us
Golden Ruination
Governors Disgrace
Hades Doom
The Hail Mary
Hangman
Hell Hound
Howling Knave
The Ill Omen
The Kraken
Kiss of Death
Lady Strumpet
The Last Argument
IPS
H
TYS S
AJES
HER M
S
VY USE
YAL NA
O
R
H
GLIS
THE EN
ION OF
NV ENT
ING CO
M
A
N
E
SHIP)
TH
ESTYS
R MAJ
E
(H
. FOR
HMS
S NAME
E SHIP
H
T
E
R
HMS
BEFO
ALBION,
S
M
H
:
LE
EXAMP
TLESS,
S DAUN
M
H
,
K
R
BU LWA
S
OR, HM
,
NDEAV
CASTLE
HMS E
MS NEW
H
,
R
O
T
P
INTERCE
HMS
OV ER,
SSEY,
HMS R
S TREPA
M
H
,
K
W
WHA
RY.
SPARRO
S VICTO
D, HM
R
A
U
G
S VAN
Not for resale. Permission granted to print or photocopy this document for personal use only.
HM
14
Not for resale. Permission granted to print or photocopy this document for personal use only.
15
Not for resale. Permission granted to print or photocopy this document for personal use only.
16
Not for resale. Permission granted to print or photocopy this document for personal use only.
17
Not for resale. Permission granted to print or photocopy this document for personal use only.
18
Not for resale. Permission granted to print or photocopy this document for personal use only.
19
Not for resale. Permission granted to print or photocopy this document for personal use only.
20
Island Encounters
Not for resale. Permission granted to print or photocopy this document for personal use only.
21
7.
8.
9.
10.
Not for resale. Permission granted to print or photocopy this document for personal use only.
22
Not for resale. Permission granted to print or photocopy this document for personal use only.
23
TREASURE M
APS
AGE
TO ENCOUR
RE AN
S TO EXP LO
CHARACTER
LEFT ON
ITH CLUES
IS LAND IS W
MAP.
TREASURE
A CRYPTIC
E
A TREASUR
YOU CAN S LIP
THEY
ME BOOTY
MAP INTO SO
THE BACK
PUT IT ON
UNCOV ER,
E, OR
OED PIRAT
OF A TATTO
CLIFF.
RV ED ON A
MAKE IT CA
A GREAT WAY
Not for resale. Permission granted to print or photocopy this document for personal use only.
24
6.
7.
8.
9.
Not for resale. Permission granted to print or photocopy this document for personal use only.
25
Not for resale. Permission granted to print or photocopy this document for personal use only.
26
REATING A N
THE ART OF C
ISLA ND
L THESE
IDER HOW AL
DISTINCT, CONS
EL
FE
ND
LA
SHIP'S
TO MAKE AN IS
T DOES THAT
OTHER. WHA
AN
E
ON
TH
WI
S INTERACT
ME WITH A
COMPONENT
ING A BA LL GA
OGRES PLAY
E
TH
TO
N
EA
TEM M
IS LAND?
MASTHEAD TO
NDED ON THE
ANEERS STRA
CC
BU
E
TH
O
R
L? T
PORTUNITY FO
HUMA N SKUL
EXCELLENT OP
AN
ES
ID
OV
IS LAND PR
ROLLING
ADDITIONALLY, AN
ENT AVOIDING
IS LAND IS SP
AN
ON
Y
DA
OT EV ERY
R ALL!
DOWNTIME. N
PYGMIES, AFTE
NING ANGRY
UN
TR
OU
D
APS AN
GAIN A LONG
BOULDER TR
THE PCS TO
ORDER FOR
IN
S
KE
TA
IT
AIN AREA WITH
CONSIDER WHAT
REACH A CERT
THEY NEED TO
O
D
.
ND
LA
A
IS
TO ESTABLISH
REST ON THE
DO THEY NEED
?
R
TE
WA
H
ES
D AND FR
STERS?
DRY FIREWOO
AGAINST MON
THEIR CAMP
ND
OU
AR
ER
RIMET
LIFE!
DEFENSIV E PE
AN IS LAND TO
LP TO BRING
HE
S
HE
UC
TO
HESE LITTLE
Not for resale. Permission granted to print or photocopy this document for personal use only.
27
Undersea Encounters
Not for resale. Permission granted to print or photocopy this document for personal use only.
28
3.
4.
5.
6.
7.
8.
Not for resale. Permission granted to print or photocopy this document for personal use only.
29
Not for resale. Permission granted to print or photocopy this document for personal use only.
30
Not for resale. Permission granted to print or photocopy this document for personal use only.
31
Abyss Encounters
The watery Abyss is freezing cold, unnaturally
dark, and exerts crushing water pressure. Magic
and/or technology is required to reach and survive
at these depths. The Abyssal Plain between 9,000
feet and 18,000 feet is interrupted by oceanic
trenches, volcanic islands, and submarine ridges
creating microclimates that allow for strange flora.
When rolling encounters in the Abyss, roll on both
the ABYSSAL FEATURES table and the ABYSSAL
BEASTIES table, and combine the results.
2.
3.
4.
5.
6.
Not for resale. Permission granted to print or photocopy this document for personal use only.
32
2.
3.
4.
5.
6.
7.
8.
9.
10.
11.
12.
13.
14.
15.
16.
17.
18.
19.
20.
Not for resale. Permission granted to print or photocopy this document for personal use only.
33
N PCS (CREW)
Crew include most NPCs aboard a ship, from
riggers working the topsail to powder monkeys
running shot to the powder crews below deck.
Their most important functions are manning the
ship, offering offbeat humor, and threatening
mutiny when plunder doesnt pan out. Crew
perform menial labor like hoisting and hauling
the sails, swabbing the decks, splicing and
joining rope, coiling up rigging, slushing the
mainmast, manning the headsails, filling the
scuttlebutt, and fire buckets, handling the
anchor, and so forth. Small or agile characters
may work at the tops reeling, furling, and loosing
the sails. Older sailors work the fo'c's'le, manning
the headsails and handling the anchor.
Sailors are the able seamen who usually make up
the bulk of a ship's crew, responsible for making
ready to sail, manning the lookout, storing cargo
in the hold, firing cannons, helping in repairs,
countless other tasks, as well as dying
spectacularly to sea beastie attacks. English
sailors in the Navy are known are "Jack Tars."
Sailor
Medium humanoid, any alignment
Armor Class 11
Hit Points 11 (2d8+2)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)
Tools choose one from gaming set, sail-mending tools,
musical instrument, navigators tools, or water vehicles
Senses passive Perception 10
Languages choose 3
Challenge 1/8 (50 XP)
ACTIONS
Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 4 (1d6+1) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.
Old Salt
Medium humanoid, any alignment
Armor Class 11
Hit Points 16 (3d8+3)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
12 (+1) 12 (+1) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Tools choose 2 from gaming set, sail-mending tools,
musical instrument, navigators tools, and water vehicles
Senses passive Perception 11
Languages choose 3
Challenge 1/4 (50 XP)
Ship Savvy. The old salt has advantage on Dexterity saving
throws against attacks from other ships, on checks to
manage a ship's rigging and sails, and on checks to recall
nautical lore.
ACTIONS
Boarding Axe. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 5 (1d8+1) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
34
Buccaneer
Midshipman
Armor Class 12
Hit Points 32 (5d8+10)
Speed 30 ft.
Armor Class 12
Hit Points 27 (5d8+5)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
12 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 10 (+0)
Tools choose one from gaming set, sail-mending tools,
musical instrument, navigators tools, or water vehicles
Skills Intimidation +2, Survival +2
Senses passive Perception 10
Languages English, French, Island Carib, and choose 1
Challenge 1/2 (100 XP)
Sharpshooter. The buccaneer doesn't suffer disadvantage
when firing at long range, and its ranged weapon attacks
ignore half and three-quarters cover. In addition, before
the buccaneer makes a ranged attack it may take a -4
penalty to hit and gain a +8 bonus to damage.
ACTIONS
STR
DEX
CON INT
WIS
CHA
12 (+1) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0)
Tools navigators tools, water vehicles
Skills Nature +3, Perception +2
Senses passive Perception 12
Languages English, and choose 2 more
Challenge 1/2 (100 XP)
Able-bodied. When the midshipman takes the Help action,
he can aid two friendly creatures (instead of one) with a
ship-related task.
ACTIONS
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) slashing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
35
Royal Marine
Medium humanoid, any alignment
Armor Class 12
Hit Points 27 (5d8+5)
Speed 30 ft.
Pirate
STR
DEX
CON INT
WIS
CHA
12 (+1) 14 (+2) 12 (+1) 10 (+0) 12 (+1) 10 (+0)
Tools choose one from gaming set, sail-mending tools,
musical instrument, navigators tools, or water vehicles
Skills Intimidation +2, Perception +3
Senses passive Perception 13
Languages English, French, Thieves Cant, and choose 1
Challenge 1/2 (100 XP)
Cunning Action. The pirate can take a bonus action to
Dash, Disengage, Hide, or Use an Object.
ACTIONS
Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) if
wielded with two hands.
ACTIONS
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) slashing damage.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
one target, loading. Hit: 7 (1d10+2) piercing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
36
N PCS (OFFICERS)
Armor Class 11
Hit Points 27 (5d8+5)
Speed 30 ft.
Armor Class 11
Hit Points 27 (5d8+5)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 12 (+1)
Tools carpenters tools, shipwrights tools
Skills Athletics +3, Investigation +3, Perception +4
Senses passive Perception 14
Languages choose 3
Challenge 1/2 (100 XP)
Battle Repairs. The carpenter can perform ship repairs in
the thick of battle.
Improvised Tools. Without proper tools, the carpenter can
still scrounge together serviceable tools on the ship
which allow the carpenter to apply his proficiency bonus.
ACTIONS
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6+1) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.
STR
DEX
CON INT
WIS
CHA
12 (+1) 12 (+1) 12 (+1) 12 (+1) 14 (+2) 12 (+1)
Tools smiths tools, tinkers tools
Skills Athletics +3, Intimidation +3, Perception +4
Senses passive Perception 14
Languages choose 3
Challenge 1/2 (100 XP)
Cannon Fire. The gunner gains +1 to attack with cannons,
and reduces cannon reload time by 3 rounds for a powder
crew he oversees.
ACTIONS
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 4 (1d6+1) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.
Armor Class 11
Hit Points 27 (5d8+5)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
10 (+0) 12 (+1) 12 (+1) 14 (+2) 14 (+2) 12 (+1)
Tools herbalism kit, surgeons tools
Skills Medicine +4, Investigation +4, Perception +4
Senses passive Perception 14
Languages Latin, and choose 3 more
Challenge 1/2 (100 XP)
Cure Fever. The surgeon can use the Medicine skill to
treat tropical diseases provided the surgeon has access to
pox medicine, making one check per patient per week.
ACTIONS
Shortsword. Melee Weapon Attack: +2 to hit, reach 5 ft.,
one target. Hit: 3 (1d6) slashing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.
Not for resale. Permission granted to print or photocopy this document for personal use only.
37
Lieutenant
Medium humanoid, any alignment
Armor Class 12
Hit Points 32 (5d8+10)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
12 (+1) 14 (+2) 14 (+2) 14 (+2) 12 (+1) 12 (+1)
Tools navigators tools, water vehicles
Skills History +4, Intimidation +3, Perception +3,
Persuasion +3
Senses passive Perception 13
Languages English, Dutch, French, Spanish
Challenge 1 (200 XP)
Naval Captain
Medium humanoid, any alignment
ACTIONS
Multiattack. The naval captain makes 2 saber attacks, or a
saber attack and a pistol attack.
ACTIONS
REACTIONS
Leadership. When a friendly creature within 30 feet that
the naval captain can see makes an attack roll or saving
throw, the naval captain can utter a command or warning.
The creature adds +2 (1d4) to its roll provided it can hear
and understand the naval captain.
Not for resale. Permission granted to print or photocopy this document for personal use only.
38
Pirate Captain
Medium humanoid, any alignment
ACTIONS
Multiattack. The pirate captain makes 2 melee or ranged
attacks (thanks to a brace of pistols).
Cutlass. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) slashing damage.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
one target, loading. Hit: 7 (1d10+2) piercing damage.
REACTIONS
Dishearten. When a hostile creature within 30 feet that
the naval captain can see makes an attack roll or saving
throw, the pirate captain can utter a disheartening quip
or banter. The creature suffers a -2 (1d4) to its roll
provided it can hear and understand the pirate captain.
Commodore
Medium humanoid, any alignment
ACTIONS
Multiattack. The commodore makes 2 saber attacks, or a
saber attack and a pistol attack, and issues a command to
a friendly creature who can see and hear the commodore.
That creature can immediately use its reaction to make a
weapon attack.
Saber. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) slashing damage, or 7 (1d10+2) if
wielded with two hands.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
one target, loading. Hit: 7 (1d10+2) piercing damage.
REACTIONS
Riposte. When a creature makes a melee attack against
the commodore, the commodore can use its reaction to
make its AC against the attack equal to 1d20+7. If this
causes the attack to miss, the commodore can
immediately make a saber attack against the creature.
Not for resale. Permission granted to print or photocopy this document for personal use only.
39
Bokor
Medium humanoid, neutral (with evil tendencies)
Armor Class 10
Hit Points 27 (5d8+5)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
10 (+0) 10 (+0) 12 (+1) 16 (+3) 14 (+2) 10 (+0)
Houngan/Mambo
Medium humanoid, neutral (with good tendencies)
Armor Class 10
Hit Points 27 (5d8+5)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
10 (+0) 10 (+0) 12 (+1) 12 (+1) 16 (+3) 12 (+1)
ACTIONS
Dagger. Melee Weapon Attack: +2 to hit, reach 5 ft., one
target. Hit: 2 (1d4) piercing damage, and the target must
make a DC 13 Constitution saving throw or take 10 (2d6)
poison damage. If the target fails their save by 5 or more,
they fall unconscious for 1 minute in a death-like state.
Chill Touch. Ranged Spell Attack: +5 to hit, range 120 ft.,
one target. Hit: 9 (2d8) necrotic damage, and cannot
regain hit points until the start of the bokors next turn.
ACTIONS
Shillelagh. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 7 (1d8+3) bludgeoning damage. This counts as
a magical weapon attack.
Turn Undead. Once per short or long rest, the houngan/
mambo can turn undead. Each undead creature than can
hear or see the houngan/mambo within 30 feet must
make a Wisdom save or be destroyed if CR 1/2 or less, or
else be turned. A turned undead must spend its turn
trying to move as far from the houngan/mambo as
possible, cannot take reactions, and cannot willingly move
to a space within 30 feet of the houngan/mambo.
Not for resale. Permission granted to print or photocopy this document for personal use only.
40
Shantyman
Ship Mage
Armor Class 12
Hit Points 27 (5d8+5)
Speed 30 ft.
Armor Class 11
Hit Points 27 (5d8+5)
Speed 30 ft.
STR
DEX
CON INT
WIS
CHA
10 (+0) 14 (+2) 12 (+1) 12 (+1) 10 (+0) 16 (+3)
Tools accordion, pipes, viol
Skills Arcana +3, Deception +7, History +3, Performance
+7, Persuasion +5, Sleight of Hand +4
Senses passive Perception 12
Languages English, and choose 3 more
Challenge 2 (450 XP)
Spellcasting. The shantyman casts spells as a 5th level
bard (save DC 13, spell attack +5). Its spellcasting ability
is Charisma, and it has the following spells prepared:
Cantrips: friends, prestidigitation, vicious mockery
1st-level (4 slots): comprehend languages, charm person,
sleep
2nd-level (3 slots): calm emotions, enthrall, suggestion
3rd-level (2 slots): dispel magic, fear
Song of Rest. When the shantyman plays soothing music
during a short rest, at the end all friendly creatures who
who regain hit points regain an extra 3 (1d6) hit points.
Vaporing. When the shantyman casts fear just prior to
naval combat and leads the crew in creating a cacophony
of sounds like blasts from horns, shrieking pipes,
pounding drums, and chanting (this is known as
vaporing), he can make a Charisma (Performance)
check with a DC determined by the enemy crews quality.
If successful, the shantymans fear spell targets the entire
enemy crew.
ACTIONS
Rapier. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 6 (1d8+2) piercing damage.
Pistol. Ranged Weapon Attack: +4 to hit, range 30/90 ft.,
one target, loading. Hit: 7 (1d10+2) piercing damage.
STR
DEX
CON INT
WIS
CHA
10 (+0) 12 (+1) 12 (+1) 16 (+3) 12 (+1) 10 (+0)
Tools navigators tools, water vehicles
Skills Arcana +5, Nature +5, Perception +3
Senses passive Perception 13
Languages English, Latin, and choose 3 more
Challenge 2 (450 XP)
Ritual of Winds. While on the deck of a ship, the ship
mage can attempt to create favorable winds (moderate
strength) for four hours. The ship mage performs a 10
minute ritual, at the end of which the ship mage expends
a slot to cast gust of wind and makes an Intelligence
(Arcana) check. In light winds the DC is 15, while in strong
winds or no winds it is DC 20, and in severe winds it is
DC 25. The ship mage cannot conjure a favorable wind in
an area of supernatural calm nor during a storm.
Spellcasting. The ship mage casts spells as a 5th level
wizard (save DC 13, spell attack +5). Its spellcasting ability
is Charisma, and it has the following spells prepared:
Cantrips: fire bolt, mage hand, message, prestidigitation
1st-level (4 slots): detect magic, fog cloud, grease
2nd-level (3 slots): flaming sphere, gust of wind, misty step
3rd-level (2 slots): sleet storm, water breathing
ACTIONS
Dagger. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 3 (1d4+1) piercing damage.
Pistol. Ranged Weapon Attack: +3 to hit, range 30/90 ft.,
one target, loading. Hit: 6 (1d10+1) piercing damage.
Fire Bolt. Ranged Spell Attack: +5 to hit, range 120 ft., one
target. Hit: 11 (2d10) fire damage, and a flammable object
ignites if it isnt worn or carried.
Not for resale. Permission granted to print or photocopy this document for personal use only.
41
BE ASTIES
Blemmyae
YAE
E BLEMM
N RUN
YS A DM CA
E A FEW WA
R
A
E
ER
H
T
ICATION
LE COMMUN
PREHENSIB
M
CO
IN
E
TH
LY
ST, IS SIMP
MMYAE. FIR
LE
B
E
TH
F
,
O
S. SECOND
ISH SOUND
ER
B
IB
G
Y
MAKING SI LL
RADES
ME OF CHA
IT AS A GA
IS TREATING
IN RAMPANT
M INDU LGING
WITH THE D
E
TURNING TH
E. THIRD, IS
PANTOMIM
S NEED TO
THE P LAYER
G
IN
AV
H
D
TAB LES AN
B LEMMYAE
ES TO THE
LV
SE
EM
TH
EXPRESS
RU NNING TH
EANS.
BY SOME M
Blemmyae
Medium humanoid, neutral
Armor Class 12
Hit Points 32 (5d8+10)
Speed 30 ft., climb 20 ft.
STR
DEX
CON INT
WIS
CHA
18 (+4) 14 (+2) 14 (+2) 10 (+0) 12 (+1) 8 (-1)
Senses passive Perception 11, darkvision 60 ft.
Languages Blemmyae speak no language but utilize
grunts and body language only they understand
Challenge 1/2 (100 XP)
Babel Curse. A blemmyae cannot be understood by any
means short of a wish. Any character attempting to read or
telepathically contact a blemmyaes mind must make a
DC 12 Wisdom saving throw or suffer the babel curse as
well for 24 hours.
Cleave. Once per round, when the blemmyae drops a
creature to 0 hit points or less, it can use a bonus action
to make another great club attack against a different
target.
ACTIONS
Great Club. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8+4) bludgeoning damage.
Scream of Rage. Once per minute, the blemmyae screams
horrendously, and all non-blemmyae within 60 feet must
make a DC 12 Wisdom saving throw or become frightened
for 1 minute.
Not for resale. Permission granted to print or photocopy this document for personal use only.
42
DEX
CON INT
9 (-1) 19 (+4) 14 (+2)
WIS
CHA
12 (+1) 14 (+2)
ACTIONS
Multiattack. The caller from the deeps makes 2 tentacle
attacks, regardless of how many creatures it has grappled.
Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one
target. Hit: 13 (2d8+4) bludgeoning damage, and the
target is grappled.
Call of the Sea (recharge 5-6). Up to three creatures within
60 feet of the caller from the deeps hear a distant song.
Each creature must make a DC 15 Wisdom saving throw
or else on its turn attempt to move its speed toward the
nearest stretch of ocean and immerse itself. If the creature
enters the water on its turn, it proceeds to swim down
into the depths for 1 minute. If the creature is prevented
from entering the water on its turn, the enchantment is
broken.
Not for resale. Permission granted to print or photocopy this document for personal use only.
43
Carnivorous Scallop
Carnivorous Scallop
Medium beast, unaligned
INT
1 (-5)
WIS
10 (+0)
CHA
1 (-5)
Coelenite are a form of living coral, a singlecelled organism with a hive mind driven to
consume and to protect its reef home. Some
scientists believe the coelenite are actually one
enormous creature stretching the span of the
entire world. Sadly, such majesties are lost on
sailors who value the dead husks of these
creatures and sometimes attempt to trap
coelenite. Such attempts often turn against the
sailors, as the coelenite grow around anchor
chains and ship hulls, stranding a ship while the
rest of the coelenite colony gathers its boarding
party. There can be no parlay with a coelenite
unless a druid casts speak with plants, for it is
single-minded in its pursuit of expanding and
defending the colony, utterly devoid of feeling, as
cold as the oceans in which it grows.
Coelenite
ACTIONS
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10+3) bludgeoning damage.
Clamp Down. When a creature within 5 feet is unaware of
the carnivorous scallop, it clamps down upon them. The
creature must make a DC 13 Constitution saving throw or
take 6 (1d6+3) piercing damage and be grappled. Each
failed attempt to escape the grapple inflicts another 6
(1d6+3) piercing damage.
Neurotoxin (recharge 6). The carnivorous scallop emits a
neurotoxin through its exhaling siphon in a 10-footdiameter cloud. Non-scallop creatures caught in the cloud
must make a DC 13 Constitution saving throw or be
paralyzed for 1 minute.
SCALLOP VARIATIONS
Coelenite
NO SWIM SPEED.
PEARL MOTHER. A PEARL MOTHER HAS
IT CAN TELEPATHICALLY
HOWEVER, ITS INTELLIGENCE IS 3 AND
FEET.
IVOROUS SCALLOPS WITHIN 50
COMMAND ALL CARN
S A PEARL.
THERE IS A 95% CHANCE THAT IT HOLD
SOUND OR SHANTY IT
SINGING CLAM. THE CLAM MIMICS ANY
TO ATTRACT PREY, BUT A
HAS HEARD. MOSTLY, THIS IS
CE 8
CLAMS ACTUALLY HAVE INTELLIGEN
DEX
8 (-1)
CON
14 (+2)
INT
6 (-2)
WIS
CHA
10 (+0) 2 (-4)
ACTIONS
Rasping Arm. Melee Weapon Attack: +3 to hit, reach 5 ft.,
one target. Hit: 9 (2d6+2) slashing damage.
.
AND CAN HOLD A CONV ERSATION
Not for resale. Permission granted to print or photocopy this document for personal use only.
44
Deepspawn
Deepspawn
Huge aberration, chaotic evil
WIS
CHA
14 (+2) 6 (-2)
Demon, Wastrilith
ACTIONS
Multiattack. The deepspawn makes 3 bite attacks and 3
constricting tentacle attacks.
Bite. Melee Weapon Attack: +7 to hit, reach 15 ft., one
target. Hit: 9 (1d10+4) piercing damage.
Constricting Tentacle. Melee Weapon Attack: +7 to hit,
reach 15 ft., one target. Hit: 6 (1d4+4) bludgeoning
damage, and the target is grappled. If a creature remains
grappled at the end of their turn, they automatically take
this damage again. Additionally, the grappled creature can
be wielded as a club, dealing the deepspawn's normal
damage to both target and the grappled creature. Severing
a tentacle requires 12 slashing or piercing damage, which
counts agains the deepspawn's total hit points.
Not for resale. Permission granted to print or photocopy this document for personal use only.
45
Wastrilith
Huge fiend (demon), chaotic evil
ACTIONS
Multiattack. The wastrilith makes a bite attack and 2
claw attacks.
Bite. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 16 (2d10+5) piercing damage.
Claw. Melee Weapon Attack: +10 to hit, reach 5 ft., one
target. Hit: 11 (2d6+5) piercing damage.
Scalding Breath (recharge 5-6). The wastrilith exhales
boiling water in a 30-ft cone. Each creature in that area
must make a DC 18 Dexterity saving throw, taking 49
(14d6) fire damage and pushed 10 feet on a failed save,
or half as much damage and not being pushed on a
successful save.
Dire Squid
Dire Squid
Gargantuan beast, unaligned
Armor Class 10
Hit Points 125 (10d20+20)
Speed 0 ft., swim 30 ft.
STR
DEX
CON INT
18 (+4) 10 (+0) 14 (+2) 3 (-4)
WIS
10 (+0)
CHA
3 (-4)
Skills Stealth +6
Damage Immunities cold, pressure
Senses darkvision 60 ft., passive Perception 10
Languages
Challenge 6 (2,300 XP)
Water Breathing. The dire squid can breathe only
underwater, but it can hold its breath for 30 minutes.
ACTIONS
Multiattack. The dire squid makes 8 tentacle attacks
and 1 bite attack.
Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 17 (3d8+4) piercing damage.
Tentacle. Melee Weapon Attack: +5 to hit, reach 15 ft., one
target. Hit: 7 (1d6+4) bludgeoning damage and the
target is grappled. If a creature remains grappled at
the end of its turn, it automatically takes this damage
again. Additionally, the grappled creature can be
wielded as a club once per turn, dealing the dire
squids tentacle damage to both the target and the
grappled creature. Dealing 10 slashing or piercing
damage to a tentacle (AC 11) severs it, which counts
against the nautilus total hit points.
Ship Squeeze. Once the dire squid has hit a ship with
six tentacles, it can begin squeezing the hull, dealing 15
points of bludgeoning damage each round it uses six
tentacles to maintain the squeeze.
Not for resale. Permission granted to print or photocopy this document for personal use only.
46
Douen
SOUL,
IT STORES THE SOUL
IN A GOURD,
SKU LL, OR OTHER VES
SEL.
DOUEN TREAT THIS VESSEL
AS
AN HONORED GUEST,
SINGING
SONGS TO IT, SERVING
IT FOOD,
AND TREATING IT IN MU
CH THE
Douen
Small undead fey, chaotic neutral
Armor Class 12
Hit Points 21 (6d6)
Speed 35 ft.
STR
DEX
CON INT
WIS
CHA
8 (-1) 15 (+2) 10 (+0) 10 (+0) 12 (+1) 13 (+1)
Skills Stealth +4
Senses darkvision 60 ft., passive Perception 11
Languages Sylvan, telepathy 60 ft. with children only
Challenge 1 (200 XP)
Blurred Movement. Readied attacks and opportunity
attacks made against the douen while it moves have
disadvantage to hit. An attacker not relying on sight
(blindsight) or able to see thru illusions (truesight) is
immune to this effect.
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) piercing damage.
Soul-Stealing Gaze (1/short rest). The douen looks upon
a creature within 60 feet, and the creature must make
a DC 12 Wisdom save or become frightened for 1
minute. When the creature's frightened state ends, if
the douen can still see the creature, it can steal the
creature's soul which, according to tradition, it buries
in an container somewhere in the woods. A creature
stripped of its soul changes its alignment to unaligned,
does not recover exhaustion levels, and suffers a
cumulative level of exhaustion each day it is apart
from its soul, dying in 6 days if its soul is not retrieved.
Long Walk in the Woods. The douen causes a group of
up to eight travelers it can see to suffer disadvantage
on Wisdom (Survival) checks to avoid natural hazards
and avoid getting lost for the next hour.
Not for resale. Permission granted to print or photocopy this document for personal use only.
47
Dread Zombie
A dread zombie is a humanoid who had its grosbon-ange ("big soul", the animating life force)
ritually stolen and their body transformed. Their
skin appears grayish and leathery, their eyes
dead, their lips blue like a dead man's. Most
commonly this ritual is performed by wicked
bokor aligned with the Loa Baron Samedhi, who
stores the victim's gros-bon-ange in a ritually
prepare skull. Dread zombie are completely
under the thrall of their creator so long as he or
she keeps their gros-bon-ange; they have enough
intelligence to follow full-sentence instructions
and use simple tactics. Most do not realize they
are dead, existing in a state of twilight.
A recently created dread zombie may be
restored by means of a voodoo ritual if its grosbon-ange is recovered before a number of days
has passed equal to the summation of its positive
Wisdom and Constitution ability modifiers
(minimum 1). Once this time has elapsed,
however, there is no going back and the victim is
a "lost zombie", their skin gradually rotting off
and over the weeks ahead degenerating into a
regular zombie. If they get their gros-bon-ange
back after this point, they may gain their
freedom but not their mortality. Even a creature
that returns to life is likely to have been marked
by their harrowing experience, taking a new flaw.
Dread Zombie
Medium undead, neutral (with evil tendencies)
Armor Class 9
Hit Points 37 (5d8+15)
Speed 25 ft.
STR
16 (+3)
DEX
CON
8 (-1) 16 (+3)
INT
6 (-2)
WIS
10 (+0)
CHA
6 (-2)
ACTIONS
Slam or Weapon. Melee Weapon Attack: +5 to hit, reach 5
ft., one target. Hit: 7 (1d8+3) bludgeoning damage, or by
weapon type.
VOODO
O RIT
UALS
A VOO
DOO R
ITUAL
CAN B
COND
UCTED
E
BY A B
OKOR
OR MA
, HOUNG
MBO,
AN,
OR A
SPELL
V ERSE
CASTE
D IN V
R
OODO
O TRA
REQUIR
DITION
ES TH
. IT
REE C
OMPO
LINKED
N
E
N
TS
TO TH
E TARG
ET: SO
FROM
METHIN
THEIR
G
BODY,
A LINK
DEAD
TO TH
ANCES
EIR
TORS,
AND S
PRECIO
OMETH
US TO
IN
G
THEM
.
Not for resale. Permission granted to print or photocopy this document for personal use only.
48
Giant Anemone
Giant Anglerfish
Giant Anemone
Large beast, unaligned
DEX
6 (-1)
CON
12 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
1 (-5)
Giant Anglerfish
Large beast, unaligned
WIS
CHA
10 (+0) 2 (-4)
ACTIONS
REACTIONS
Acid Spew. When the giant anemone suffers 30 or more
damage in a single round, it withdraws all of its
tentacles inside its body and spews acidic juices in a
10-ft radius. All creatures within range take 7 (2d6)
acid damage, though a DC 14 Dexterity saving throw
allows a creature to take only half damage.
ACTIONS
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 16 (3d8+3) piercing damage. The giant
anglerfish makes a Strength (Athletics) check to
grapple the target, and if successful swallows the
target whole. When the target ends its turn still
grappled by the giant anglerfish it takes 16 damage
automatically. Piercing attacks against the giant
anglerfish with a swallowed creature also deal a
similar amount of damage to the swallowed creature.
A creature swallowed by the giant anglerfish can only
use small weapons against it from the inside. The
giant anglerfish may only have one creature
swallowed at a time, and may not make bite attacks
while it digests the creature.
Not for resale. Permission granted to print or photocopy this document for personal use only.
49
Giant Eel
Giant Anemone
Giant Eel
Large beast, unaligned
INT
1 (-5)
WIS
10 (+0)
CHA
2 (-4)
Giant Anglerfish
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 12 (3d6+2) piercing damage, and the eel
grapples the creature. When the creature ends its turn
grappled, it takes the same amount of damage again
automatically. If the eel is killed with its jaws still
locked on the creature, one minute and a DC 12
Medicine check is required to safely remove the head
of the eel, otherwise the target takes bite damage
again. If the head of the eel is not removed, the
creature bleeds out 1 hit point per round.
Giant Eel
Not for resale. Permission granted to print or photocopy this document for personal use only.
50
Giant Nautilus
Legendary Actions
Giant Nautilus
Gargantuan monstrosity, neutral
DEX
8 (-2)
CON INT
WIS
CHA
18 (+4) 18 (+4) 22 (+6) 18 (+4)
ACTIONS
Multiattack. The nautilus makes 12 tentacle attacks.
Tentacle. Melee Weapon Attack: +11 to hit, reach 30 ft.,
one target. Hit: 9 (1d6+6) bludgeoning damage, and the
target is grappled. If a creature remains grappled at
the end of its turn, it automatically takes this damage
again. Additionally, the grappled creature can be
wielded as a club once per turn, dealing the nautilus
tentacle damage to both the target and the grappled
creature. Dealing 15 slashing or piercing damage to a
tentacle (AC 11) severs it, which counts against the
nautilus total hit points. The nautilus has 20 tentacles
total, so the number of attacks it makes with
multiattack only diminishes if its total number of
tentacles are brought below 12.
Ship Squeeze. Once the nautilus has hit a ship with six
tentacles, it can begin squeezing the hull, dealing 15
points of bludgeoning damage each round it uses six
tentacles to maintain the squeeze.
Not for resale. Permission granted to print or photocopy this document for personal use only.
51
d6
Not for resale. Permission granted to print or photocopy this document for personal use only.
52
Giant Starfish
STR
DEX
7 (-2) 10 (+0)
CON
12 (+1)
INT
1 (-5)
WIS
10 (+0)
CHA
1 (-5)
ACTIONS
Multiattack. The giant sea urchin makes 3 (1d4+1) spine
attacks.
Spines. Ranged Weapon Attack: +2 to hit, range 80 ft.,
one target. Hit: 4 (1d4) piercing damage, and the
creature must make a DC 10 Constitution saving
throw or become poisoned. If the creature fails its
saving throw by 5 or more, it is also paralyzed. At the
start of each of the paralyzed creatures turns it
makes this saving throw again. On a successful save,
it removes the poisoned and paralyzed conditions. On
a failed save, it takes 4 (1d8) poison damage. Once a
creature succeeds this saving throw, it is immune to
that particular giant sea urchins poison for 24 hours.
URCHIN VARIATIONS
VER,
IDERED MOST VALUABLE. HOWE
SILVER-COLORED SPECIES IS CONS
NDS TO HOW DANGEROUS THE
THE COLORATION ALSO CORRESPO
OF
ING FOR THE URCHINS NUMBER
URCHIN IS. THUS, INSTEAD OF ROLL
D ON
IT A NUMBER OF ATTACKS BASE
ATTACKS, THE DM CAN ASSIGN
ITS COLOR.
FIRE
FIRE
3 SPIN
STR
DEX
19 (+4) 8 (-1)
CON
15 (+2)
INT
6 (-2)
WIS
12 (+1)
CHA
5 (-3)
ACTIONS
Multiattack. The giant starfish makes 5 ray attacks.
Ray. Melee Weapon Attack: +6 to hit, reach 20 ft., one
target. Hit: 7 (1d6+4) bludgeoning damage, and any
creature or object is grappled by the giant starfish.
Ship Ram. The giant starfish makes a ray attack
against a ship. If it hits, it counts as an automatic
critical hit and the giant starfish grapples the ship
which grinds to a halt. All creatures aboard must make
a DC 14 Dexterity (Acrobatics) check or be knocked
prone by the force of the sudden shaking. If the ship
was moving in moderate (30 mph) or faster winds,
there is a also 50% chance one of the sails or yardarms
is damaged.
E URCHIN VARIETIES
Not for resale. Permission granted to print or photocopy this document for personal use only.
53
Legendary Actions
Giant Whale
Gargantuan beast, neutral
ACTIONS
Bite. Melee Weapon Attack: +11 to hit, reach 5 ft., all
creatures by its mouth. Hit: 50 (2d4 x 10) piercing
damage, and each target is grappled. If the target is
under 20 feet long (like most auxiliary ships), it is
swallowed whole unless it succeeds a DC 25 Strength
(Athletics) check to swim clear, or a DC 25 Wisdom
(watercraft) check to pilot the ship clear.
Ram. Melee Weapon Attack: +11 to hit, reach 5 ft., one
ship or huge/gargantuan creature. Hit: 50 (2d4 x 10)
bludgeoning damage, and all creatures aboard must
make a DC 16 Dexterity saving throw or fall prone and
slide 10 feet in a random direction.
Crush. The giant whale must begin at a depth of 50
feet, then hurtles toward a ship on the surface. The
ship must make a DC 16 Dexterity saving throw or be
crushed under the giant whale's body or tail. A
helmsman aware of what the giant whale is
attempting can use their reaction to make a DC 25
Wisdom (watercraft) to grant the ship advantage on its
save. If the ship is crushed it takes 100 (3d6 x 10)
bludgeoning damage. Creatures must make a DC 16
Dexterity saving throw or be cast overboard.
Not for resale. Permission granted to print or photocopy this document for personal use only.
54
Gulper
Jenny Hanniver
Gulper
Large beast, unaligned
Jenny Hanniver
WIS
CHA
10 (+0) 2 (-4)
ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 11 (2d8+2) piercing damage and the target is grappled
(escape DC 11). Until the grapple ends, the target is
restrained, and the gulper can't bite another target.
Armor Class 12
Hit Points 9 (2d6+2)
Speed 5 ft., swim 30 ft.
STR
DEX
9 (-1) 14 (+2)
CON
12 (+1)
INT
2 (-4)
WIS
10 (+0)
CHA
5 (-3)
Skills Perception +2
Senses darkvision 60 ft., passive Perception 12
Languages
Challenge 1/8 (25 XP)
Aquatic Seeming. While submerged, the jenny
hanniver looks like an immature mermaid, a manta
ray, or a strange fish. Only viewing it up close within
30 feet in bright light reveals its true nature.
Pack Tactics. The jenny hanniver has advantage on an
attack roll against a creature if at least one of the
jenny hanniver's allies is within 5 feet of the creature
and the ally isnt incapacitated.
ACTIONS
Multiattack. The jenny hanniver makes two of the
following attacks, according to what its physiology allows.
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 2 (1d6-1) piercing damage.
Claw. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 1 (1d4-1) slashing damage.
Sting. Melee Weapon Attack: +1 to hit, reach 5 ft., one
target. Hit: 1 piercing damage, and the target must
make a DC 11 Constitution saving throw or be
poisoned for 1 hour or until treated during a short rest.
Not for resale. Permission granted to print or photocopy this document for personal use only.
55
HAZARD
Kelpie
Lycanthrope, Seawolf
Seawolf
Medium humanoid (shapechanger), chaotic evil
ACTIONS
Multiattack (seawolf or hybrid form). The seawolf makes 2
attacks with any combination of bite or claw attacks.
Bite (seawolf or hybrid form). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 2 (2d4+2) piercing
damage. If the target is humanoid, it must succeed a
DC 12 Constitution saving throw or be cursed with
seawolf lycanthropy.
Claw (hybrid form). Melee Weapon Attack: +4 to hit,
reach 5 ft., one target. Hit: 6 (1d8+2) slashing damage.
Boarding Axe (humanoid form). Melee Weapon Attack: +4
to hit, reach 5 ft., one target. Hit: 6 (1d8+2) slashing
damage, or 7 (1d10+2) damage if wielded with two hands.
Not for resale. Permission granted to print or photocopy this document for personal use only.
56
Seawolf Captain
Medium (Large) humanoid (shapechanger), chaotic evil
ACTIONS
Multiattack. The seawolf makes 2 attacks with any
combination attacks..
FRANOIS
LOLONNA
IS - FIRS
T OF THE
FRENCH PIR
SEAWOLVE
ATE FRAN
S
CO
IS LOLLO
HAV E PER
NAIS WAS
ISHED AT
BELIEV ED
THE HA N
DS OF A H
TO
HOWEV ER,
ON DURA N
THE TRUT
TRIBE IN
H WAS LO
D
A
R
I
N
.
LONNAIS
OF THE S
KNOWN A
PANISH
S THE BA
MADE A P
NE
A
CT
WITH DAR
BRINK OF
K POWER
DEATH HE
S, A N D O
WAS TRA
N
THE
NSFORME
SEAWOLV
D INTO TH
ES. SINCE
E FIRST O
HIS TRAN
F THE
SF
ORMATIO
CRUELTY
N, LOLO
HAS ON LY
NNAIS LE
GROWN W
GENDARY
O
R
SE, AND H
AND EATS
E REG
NOTORIOUS
THE HEAR
U LARLY TO
TS OF HIS
RTURES
VICTIMS. H
IS
SH
IP, LE LO
ES AGAINST
UP D E
NEW SPAIN
AND ALL
WEAKNES
WHO SHO
S. HIS CR
W SIGNS O
EW INCLUD
F
ES ON LY TH
SEAWOLV
E MOST S
ES WHO V
AVAGE OF
IEW HIS C
URSE AS
A GIFT.
MER, STRIK
Not for resale. Permission granted to print or photocopy this document for personal use only.
57
Morkoth
Morkoth
Medium aberration, chaotic evil
ACTIONS
Multiattack. The morkoth makes a bite and 4 claw attacks.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (1d10+2) piercing damage.
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 5 (1d6+2) slashing damage.
Deadly Lure. The morkoth causes any creatures charmed by
its hypnotic pattern to immediately move at half their speed
(rounded down) toward the pattern, oblivious to any hazards
en route.
TEM PLATE
Seaclaimed Creature
Not for resale. Permission granted to print or photocopy this document for personal use only.
58
Not for resale. Permission granted to print or photocopy this document for personal use only.
59
Not for resale. Permission granted to print or photocopy this document for personal use only.
60
Not for resale. Permission granted to print or photocopy this document for personal use only.
61
Not for resale. Permission granted to print or photocopy this document for personal use only.
62
Seaclaimed Warrior
Seaclaimed Warrior
Medium humanoid (seaclaimed), neutral evil
INT
9 (-1)
WIS
11 (+0)
CHA
9 (-1)
Selkie
ACTIONS
Multiattack. The seaclaimed warrior makes 2 attacks,
though no more than one may be made with its lobster
claw, and on a hit it can Shove as a bonus action.
Boarding Axe. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 8 (1d8+4) slashing damage.
Harpoon. Ranged Weapon Attack: +6 to hit, range 30 ft.,
one target. Hit: 7 (1d6+4) piercing damage, and the
target must make a DC 14 Strength saving throw or be
pulled adjacent to the seaclaimed warrior.
Lobster Claw. Melee Weapon Attack: +6 to hit, reach 5 ft.,
one target. Hit: 11 (2d6+4) piercing damage, and the
seaclaimed warrior can initiate a Grapple as a bonus
action. When a creature ends its turn grasped by the
lobster claw its takes the damage the attack inflicted
again automatically.
Not for resale. Permission granted to print or photocopy this document for personal use only.
63
Sinister Seagull
Selkie
Medium humanoid (shapechanger), neutral good
WIS
14 (+2)
CHA
14 (+2)
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 6 (2d4+1) piercing damage.
Cutlass. Melee Weapon Attack: +3 to hit, reach 5 ft., one
target. Hit: 5 (1d6+2) piercing damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range
80/320 ft., one target. Hit: 5 (1d6+2) piercing damage.
OF LEADERSHIP OVER A
CR TO 1.
SPELLCASTING ABILITY IS
ration
1/DAY: augury, cure wounds, lesser resto
1/WEEK: control weather, sleet storm
Sinister Seagull
Tiny fiend, neutral evil
Armor Class 12
Hit Points 5 (2d4)
Speed 10 ft., fly 40 ft.
STR
3 (-4)
DEX
CON INT
14 (+2) 10 (+0) 5 (-3)
WIS
8 (-1)
CHA
10 (+0)
ACTIONS
Peck the Eyes. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 1 piercing damage, and the target must make a DC
10 Dexterity saving throw or take another 4 (1d4+2) piercing
damage and be blinded until the end of their next turn.
Unholy Bond. The sinister seagull gazes intently at a creature
within 60 feet which must make a DC 10 Wisdom save. If the
creature succeeds, it is immune to the sinister seagull's
Unholy Bond for 24 hours. If the creature fails, for the next
24 hours it subconsciously collect things to appease the
sinister seagull: shiny things, anything which other people
greatly treasure or squabble over, torn journal pages, scraps
of navigational charts, and other odds and ends. The victim
doesnt realize why they're doing what they're doing. If the
victim leaves the ship the sinister seagull is plaguing, or goes
ashore more than 60 feet from the sinister seagull, the
Unholy Bond is broken. A sinister seagull can only maintain
one Unholy Bond at a time.
Not for resale. Permission granted to print or photocopy this document for personal use only.
64
Siren
Siren
Medium humanoid (shapechanger), neutral
Armor Class 12
Hit Points 44 (8d8+8)
Speed 30 ft. in human form (10 ft., swim 40 ft. in mermaid
form)
STR
DEX
CON INT
12 (+1) 14 (+2) 12 (+1) 13 (+1)
WIS
14 (+2)
CHA
18 (+4)
ACTIONS
ANCIENT SIRENS
CHARISMA (SPELL SA
Not for resale. Permission granted to print or photocopy this document for personal use only.
65
TEM PLATE
Skull Crab
Skull Crab
Tiny undead, unaligned
DEX
14 (+2)
CON
12 (+1)
INT
2 (-4)
WIS
8 (-1)
CHA
3 (-4)
ACTIONS
Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one
target. Hit: 4 (1d4+2) piercing damage. On a natural 20
to hit the skull crab jumps on the target's face, dealing
an extra 4 damage and initiating a grapple. While the
target is grappled by the skull crab, all other creatures
are heavily obscured for the target. On each of its turn
that the target ends still grappled by the skull crab, it
takes 4 damage automatically.
Not for resale. Permission granted to print or photocopy this document for personal use only.
66
Skum
Su-Monkey
Skum
Medium aberration, lawful evil
Su-Monkey
Armor Class 12
Hit Points 26 (4d8+8)
Speed 15 ft., swim 35 ft.
STR
DEX
CON INT
18 (+4) 14 (+2) 14 (+2) 6 (-2)
WIS
6 (-2)
CHA
3 (-4)
ACTIONS
Multiattack. The skum makes a bite and a claw or polearm
attack. If it is underwater, it also makes a tail slap attack.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 8 (1d8+4) piercing damage.
Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d4+4) slashing damage.
Polearm. Melee Weapon Attack: +6 to hit, reach 10 ft., one
target. Hit: 7 (1d6+4) piercing damage.
Tail Slap. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d4+4) bludgeoning damage, and the target is
pushed 5 feet away from the skum.
Armor Class 12
Hit Points 14 (4d6)
Speed 30 ft., climb 30 ft.
STR
8 (-1)
DEX
15 (+2)
CON INT
WIS
11 (+0) 10 (+0) 12 (+1)
CHA
12 (+1)
ACTIONS
Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4+2) piercing damage.
Sow Discord. The su-monkey causes tensions to flare within a
30 feet radius around itself. All creatures must make a DC 11
Wisdom save or no longer treat their companions as allies
for as long as they are within 30 feet of the su-monkey.
Unsettling Gaze. The su-monkey meets the gaze of a creature
within 60 feet, and that creature must make a DC 11 Wisdom
save or take 7 (3d4) psychic damage and suffer disadvantage
on attacks against su-monkey for 1 minute.
Not for resale. Permission granted to print or photocopy this document for personal use only.
67
Swarms
Swarm of Leeches
Medium swarm of tiny beasts, unaligned
Armor Class 11
Hit Points 24 (7d8-7)
Speed 0 ft., swim 10 ft.
STR
1 (-5)
DEX
12 (+1)
CON
8 (-1)
INT
1 (-5)
WIS
CHA
10 (+0) 1 (-5)
Skills Stealth +5
Damage Resistances bludgeoning, piercing, and slashing
Condition Immunities charmed, frightened, paralyzed,
petrified, prone, restrained, stunned
Senses darkvision 30 ft., passive Perception 10
Languages
Challenge 1/4 (50 XP)
Anesthetize. When the leech swarm attacks a creature in at
least 2 feet of murky water, compare its Stealth check to the
creature's passive Perception; if the leech swarm wins the
contest its attack goes unnoticed as does any damage it
inflicts until the creature is out of the water.
Swarm of Jellyfish
Medium swarm of tiny beasts, unaligned
Armor Class 9
Hit Points 40 (9d8)
Speed 0 ft., swim 5 ft.
STR
1 (-5)
DEX
8 (-1)
CON INT
10 (+0) 1 (-5)
WIS
CHA
10 (+0) 1 (-5)
ACTIONS
Sting. Melee Weapon Attack: +1 to hit, reach 0 ft., one target in
the swarms space. Hit: 10 (3d6) poison damage, and the
target is poisoned and reduces their speed by 5 feet for 1
hour. Subsequent stings to an already poisoned target reduce
the target's speed by 5 feet (cumulative). A target reduced to
speed 0 immediately sinks.
ACTIONS
Blood Drain. Melee Weapon Attack: +3 to hit, reach 0 ft., one
target in the swarms space. Hit: 3 (1d6) piercing damage, and
the target must make a DC 10 Constitution save or contract
the Red Ache disease. In addition, the target continues taking
1 ongoing damage until it exits the swarm and an action is
used to remove the leeches from its body.
E WORSENS A STEP. ON A
FAILED SAVE, THE DISEASES STAG
OVES A STEP.
SUCCESSFUL SAVE, THE STAGE IMPR
WARM TO THE
STAGE 1: SKIN TURNS RED, BLOATED, AND
TOUCH.
Not for resale. Permission granted to print or photocopy this document for personal use only.
68
Tona
Tona
Small fey, chaotic good
Armor Class 14
Hit Points 27 (6d6+6)
Speed 25 ft. (when mounted on a giant frog 30 ft., climb 30 ft.)
STR
6 (-2)
DEX
CON
18 (+4) 13 (+1)
INT
12 (+1)
WIS
16 (+3)
CHA
15 (+2)
ACTIONS
Poison Dagger. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 5 (1d4+3) piercing damage, and the target must make
a DC 13 Constitution saving throw against tree frog venom.
Blowgun. Ranged Weapon Attack: +6 to hit, range 20/60 ft.,
one target. Hit: 1 piercing damage, and the target must make
a DC 13 Constitution saving throw against tree frog venom.
Not for resale. Permission granted to print or photocopy this document for personal use only.
69
Triton
Triton
Medium humanoid, any alignment (good tendencies)
WIS
CHA
14 (+2) 14 (+2)
ACTIONS
Trident. Melee or Ranged Weapon Attack: +4 to hit, reach
10 ft. or range 30 ft., one target. Hit: 7 (1d10+2) piercing
damage.
Net. Ranged Weapon Attack: +4 to hit, range 30 ft., one
Large or smaller target. Hit: The target is restrained. Either
the target or another creature can use its action to make a
DC 10 Strength check, freeing the trapped creature.
Dealing 5 slashing damage to the net (AC 10) also frees
the creature without harming it, and destroying the net.
Conc Shell, Summoning (1/short rest). By blowing its conc
shell in quick succession, the triton summons 16 (3d10)
giant seahorses (hippocampi), dolphins, and/or sea lions
which arrive in 3 (1d6) rounds.
Conc Shell, Terrifying (1/short rest). By blowing the conc
shell in an elongated eerie note, the triton causes either all
land-dwelling humanoids or all marine beasts (except
squids) within 60 feet to make a DC 13 Wisdom check or
be frightened for 1 minute. The triton chooses the target.
Viperfish
Wyste
Viperfish
Wyste
STR
DEX
CON INT
22 (+6) 10 (+0) 18 (+4) 1 (-5)
WIS
CHA
10 (+0) 2 (-4)
STR
DEX
15 (+2) 14 (+2)
CON INT
14 (+2) 1 (-5)
WIS
11 (+0)
CHA
1 (-5)
ACTIONS
Bite. Melee Weapon Attack: +9 to hit, reach 5 ft., one
target. Hit: 22 (3d10+6) piercing damage and the target
is grappled (escape DC 16). Until the grapple ends, the
target is restrained, and the viperfish can't bite
another target.
Swallow. The viperfish makes a bite attack against a
Large or smaller target it is grappling. If the attack hits,
the target is swallowed. The swallowed target is
blinded and restrained, has total cover against attacks
and other effects outside the gulper and it takes 14
(4d6) acid damage as the start of each of the viperfishs
turns. The viperfish can only have three Small targets,
two Medium targets, or one Large target swallowed at
a time. If the viperfish dies, a swallowed creature is no
longer restrained by it and can escape from the corpse
using 5 feet of movement.
ACTIONS
Multiattack. The wyste makes 3 cilia attacks. It may
sacrifice one attack to pull a creature it has grappled
into its fetid slime pool.
Cilia. Melee Weapon Attack: +4 to hit, reach 10 ft., one
target. Hit: 9 (2d6+2) piercing damage and the target is
grappled (escape DC 14) if it is Medium or smaller. The
wyste may have up to three creatures grappled at a time.
Not for resale. Permission granted to print or photocopy this document for personal use only.
71
Yugoloth, Marraenoloth
Known as Charons Daemon, the marraenoloth
appears as the classical Grim Reaper to ferry
dead souls to their eternal reward.
Marraenoloth
Medium fiend (yugoloth), neutral evil
Armor Class 14 (leather armor)
Hit Points 90 (12d8+36)
Speed 35 ft.
STR
DEX
CON INT
14 (+2) 16 (+3) 16 (+3) 16 (+3)
WIS
CHA
18 (+4) 18 (+4)
ACTIONS
Multiattack. The marraenoloth makes 2 attacks and may cast
one of its at-will spells as a bonus action.
Charons Staff. Melee Weapon Attack: +7 to hit, reach 10 ft., one
target. Hit: 8 (1d8+4) bludgeoning damage, and the target
must make a DC 15 Constitution saving throw or suffer
vulnerability to all damage for 1 minute or until the
marraenoloth is killed or surrenders.
Unholy Fire. Ranged Spell Attack: +7 to hit, range 100 ft., one
target. Hit: 10 (3d6) necrotic damage, and the target ages 1 year.
Teleport. The marraenoloth teleports up to 60 feet to a space
it can see. The marraenoloth may teleport its skiff along with
it, with or without any passengers.
Not for resale. Permission granted to print or photocopy this document for personal use only.
72
STR
18 (+4)
DEX
CON INT
8 (-3) 16 (+3) 10 (+0)
WIS
CHA
10 (+0) 14 (+2)
Legendary Actions
The zombie lord can take 1 legendary action
each round, choosing from the options below.
Only one legendary action option can be used
per turn and only after another creatures turn.
The zombie lord regains spent legendary actions
at the start of its turn.
Aura of Death (zombie form). The zombie lord
unleashes a field of death around it in a 100 foot
radius. All living creatures within the aura must
make a DC 13 Constitution saving throw or be
weakened while in the aura so that their weapon
weapons attacks deal only half damage, and their
Concentration checks are disadvantaged. If a
creature is already weakened and fails its save, it
becomes incapacitated by sickness while in the
aura. If a creature is already incapacitated and
fails its save, it is killed and at the start of its next
turn it is animated as a zombie under the control
of the zombie. The zombie lord can maintain its
aura of death with concentration.
Carnival of the Dead (human form). Humanoids
within 100 feet must make a DC 13 Wisdom
saving throw, or else be unable to differentiate
between the undead and the living for 1 hour.
Undead seem like mortals in costume for the
duration of the illusion.
ACTIONS
Multiattack. The zombie lord makes 2 slam attacks.
Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 13 (2d8+4) bludgeoning damage.
Slam (giant snake form). Melee Weapon Attack: +7 to hit, reach
5 ft., one target. Hit: 13 (2d8+4) bludgeoning damage, and the
target is grappled (escape DC 16). Until this grapple ends, the
creature is restrained, and the zombie lord cant constrict
another target.
Not for resale. Permission granted to print or photocopy this document for personal use only.
73
IN DEX
OF
BY
CR
HAZARDS
Kelpie
TEM PLATES
Seaclaimed Creature
Skeleton, Dry Bones
CR 1/8
Jenny Hanniver
Sailor
Sinister Seagull
Skull Crab
CR 1/4
Old Salt
Swarm of Leeches
CR 1/2
Blemmyae
Buccaneer
Coelenite
Midshipman
Pirate
Royal Marine
Skum
Su-Monkey (Signifying Monkey)
Warrant Officer
CR 1
Carnivorous Scallop
Douen
Dread Zombie
Giant Sea Urchin
Gulper
Lieutenant
Triton
CR 2
Bokor
Houngan/Mambo
Naval Captain
Pirate Captain
Shantyman
Ship Mage
Swarm of Jellyfish
CR 3
Commodore
Giant Eel
Giant Starfish (Sunstar)
Lycanthrope, Seawolf
Seaclaimed Warrior
Siren
Tona
Wyste
CR 4
Giant Anglerfish
Morkoth
CR 5
Giant Anemone
Gulper
Zombie Lord (Le Grand Zombi)
CR 6
Dire Squid
Viperfish
CR 7
CR 8
CR 9
CR 13
Giant Nautilus
CR 14
Demon, Wastrilith
THE NEXT
DARK CA
RELEASE
S
RIBBEAN
DMSGUIL
D
.COM WILL
THE PIR
LINE ON
INCLUDE
ATES C
OD
CREATING
THE DA
RK
CALYPS
IN THE
EBOOK:
CHARACT
ERS OF
CARIBBEA
N.
OS GUID
E TO TH
E
RIBBEA
N.
DARK CA
Not for resale. Permission granted to print or photocopy this document for personal use only.
74